Last active last week
Nah, i just wanna reduce their "aimbot" cause a few times when testing they were able to one tap me at 500M with an iron sighted Ak. im just trying to find a nice balance, more frantic but not instant kill unit members.
Since i've sorted out other things for my mission(s). I was wondering without using any other AI mod other then Alive, Does the Alive AI module need to be used to change the level of skills of the AI. On that note does it have to be synced to the virtual AI system module?
Other question, with Zeus , there is the ACE global AI skill, when using Alive can the Zeus change the skill level of the AI using that or will it only be affected in the creation of the mission in the Editor to have the module set to a specific skill level?
As of right now doing some tests to the mission before launching it for my unit i have noticed the AI spotting very easily and no scoping with AK's at 300+m before you can even react to contact. I tried to use the ACE AI GLobal skill level module, and i dunno if there was any difference. It's hard to see if it made any sort of difference to the AI.
Well, looks like Zeus will have to place Civ's down xD On a side note, is there a list somewhere on the forum of maps that are known to fully work with Alive (that are not base arma?) Just for less headaches in the future. i spent over 2-3 hours trying to screw around and watch videos and never thought it could have been map based.
Just tested, It does work on Altis. So Winter Panthera Civ Modules will not work properly.
@HeroesandvillainsOS Also, how can we be sure the civs you are using are even designed to spawn in the first place? I’m not familiar with that faction name. Get CIV_F spawning first then try custom 3rd party civs once things are working well.
I tested it on Altis and CUP_C_CHERNARUS works. CIV_F also works on altis, both do not on Panthera. I'm currently taking my modules from my current scenario that im having issues with and pasting it onto Altis to see if the Issue of spawning is due to settings or map based issues.
@HeroesandvillainsOS A Military Logistics module has to be synced to a Military AI Commander module. There is no allowed use case for placing one then not syncing it to a commander (that I’m aware).
That probably won’t solve your problem but first we need to ensure you’re making the mission using the modules correctly.
I was in the middle of setting a few commanders up at the time i started working on the civilians. That's all sorted out now.
Checked it on Altis ( copy pasted from my test on Winter panthera) Looks like its the map itself. well crap.... Odd tho that the AI OPFOR/Blufor will use buildings tho with the same Priority filters (unless those somehow are different.) As everything seems to place correctly with the other sides just not Civilians.
I''l give that a try, and i'm pretty sure the filters are set to "do not filter" Ill test it on this map and a base arma map.
Been working on learning the Alive modules and setting up a campaign for my unit, i've gotten pretty much everything sorted out basic's wise(i eventually need to learn how to do the description.ext's for multiple factions for future campaigns.) Currently I have not been able to get any Civ spawning to work, I can see the Civ spawn zones and markers in the Virtual space, To test this i currently made a TAOR CIV1 for an area that shouldnt have any opfor or blufor to spawn, i've tested with CIV_F and CUP_C_CHERNARUS and when i move Zeus over to said area, AAF spawn instead of civilians. Any insight on this would be appreciated, as not having CIV presence for the aspect of this campaign just doesn't set the Ambient feel that id like.